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Himeko Sutori News

Patch notes 6 July 2019

We have lots of updates today. (And tons more since the last post, but I'll just skip to the most recent updates.)

Increased number of iterations allowed. The code works and I optimized the pathfinding algorithm as much as I could, but in large battles we were still getting crashes due to the number of function calls. With more iterations allowed, we should see fewer crashes.

Added HP bar to the character sheet. I still need to adjust the colors for readability, especially when comparing equipment that changes hit points. There are some other small bugs related to the HP display, such as HP comparison not working in the lance-setup menu character sheet. I'll fix that soon.

On the world map, the rest button now gets disabled when going into a battle, so there's no more resting on your way into battle. I still need to make the not-rested indicator more obvious for those of you who liked resting before a battle.

Added a few new weapon sprite sheets.

Changed the game's icon.

New weapons and armor, need feedback on prices/usefulness

Hi everyone. We're adding new content to the game and we just made another tier of weapons and armor available. You can find the new equipment at the top of the Icy Reach in the castle. We're trying to balance the cost of equipment against the cost of new troops and the availability of money. We would love it if you told us whether you thought the equipment was over- or underpriced, over- or underpowered, and if you think we need to change how much money you get relative to the prices of everything.

We still need to add sprite sheets to some of the latest items and we hope to add unique sprites for everything in the game within the next week or so.

In other news, we've changed how the illusionist ability works. It's now an area-of-effect attack that deals damage as well as applying a debuff. And we have some new sound effects and particle effects and other small additions that you may notice.

We really appreciate all your help and feedback so far. Thank you. And we look forward to hearing more.

Patch notes 19 June 2019

Many HUD elements are now arranged based on your display's aspect ratio. If you have a monitor that is not 16:9 please let me know what you think of the new positioning. In the near future I'll work on pushing the combat HUD off to the sides more on ultrawide monitors.

We've been continuing to improve AI pathfinding and target selection, especially for flying units. I believe that we have finally fixed it. If you continue seeing any crashes while the enemy is moving, please let me know and send your MainAutosave.sav file to [email protected].

We've added lots of visual changes to the Shadowlands and we started adding the final levels of the game.

We also finally got around to drawing the rod-holding animation of the paladin armor, which was necessary for your acolytes who appeared naked when using an orb.

And we also fixed tons of visual bugs, collision problems, and other minor issues not worth mentioning individually.

Patch notes 8 June 2019

We had an issue with flying units stopping on top of blocked hexes, making the flying units unreachable. Flying units can now fly over blocked hexes, but not stop in them. There was also a bug where multiple lances could stack on the same hex. That has also been fixed.

In the process of fixing those bugs, we also worked on a couple of smaller issues: AI ranged units are now finding targets and kiting as intended, whereas before they weren't always finding targets correctly. Also we fixed an issue that caused AI ranged units' attack range to be inconsistent. We also fixed the battle map's green highlight to take into account zone of control.

Today's work introduced a minor visual bug where after changing the selected lance, there is sometimes an extra path drawn implying incorrectly that the selected lance is trying to enter its start hex from somewhere else. It's hard to explain, but you'll probably know what I mean when you see it. I'll try to clear that up tomorrow.

Patch notes 6 June 2019

There was an issue with the skeletons in the abandoned mines map being unreachable. I believe that was because I had recently added flying-unit-only hexes over the pits, and skeletons must have been spawning there. I believe that issue has been fixed. Please let me know if you still have unreachable enemies in the abandoned mines and caves.